SCH0001 - Learning FFH

LURKER:

Okay got the FfH mod but no "c" or "f" or summat - link in OP to "c" does not work. Please post a link if you find one.

EDIT:

I have Dl'ed the "main file" but it doesn't show up like other mods (they show up in a folder with Assets folder and Maps folder, this just shows up as one file)... And I can't run the mod. What do I need to do? :p
 
It works and I'll play later today, assuming everyone is okay with updating.

Diamondeye: Assuming you downloaded an exe file, run that and it will install the mod. Then run the patch installer (linked to in the downloads database). Then start it the normal way.
 
LURKER:
Diamondeye: Assuming you downloaded an exe file, run that and it will install the mod. Then run the patch installer (linked to in the downloads database). Then start it the normal way.

Hmm. I'll try that asap, I assume I will need patch c too, in the "mods" folder, correct?

Thanks for your help people, I fear my grades may suffer a bit due to this mod... Heck, I can afford it :p
 
It works and I'll play later today, assuming everyone is okay with updating.

No problems here,

Hmm. I'll try that asap, I assume I will need patch c too, in the "mods" folder, correct?

I think you once you download the patch, it should be an executable file for double clicking, no need to put stuff anywhere. :)
 
Guys, I did something very very bad! I also set us towards our victory condition.

Turn 0 (200)

Right, so we allegedly have 16 horses. How many are defending cities? Looks like 1 or 2 with the rest in transition from somewhere to another. I'm gonna round them all up and take a little stab at Arturus while he still only has Warriors.

Looks like they're all heading to the city we have next to Dis. I reroute them, and the ones already in Dis.

Change research to KOTE, heading for Divination for Spirit Mana (we need to cst Courage to attack Hyborem). Then I think we should go to Optics.

Turn 1 (201)

Destroy a Warrior in the barb city...

(IT)

And lose him because I moved him out onto a barb road. Nice.

Turn 2 (202)

And then take the goblin defended barb city. Better to be lucky than good! I raze it.

I then declare on Arturus and take Nininshal, with 3 units. You do this by attacking with the Orthus axeholder then casting Take Axe, and using that horseman to attack. It can only be moved once per turn though. Fail to take a second city this turn because a horse withdraws. I'd have failed if it died too. So it's all good.

(IT)

A tricky Khazad scout nicks 2 workers. We have 2 million pop.

Turn 3 (203)

Raze Riylod. Raze Kadar.

Turn 4 (204)

Raze Khazad, forgetting to check for wonders.

(IT)

KotE finishes, set research to fishing- we need to get boats out.

Turn 5 (205)

Capture Halowell, RoK holy city.

arturusgz7.jpg


Now for the boring part of the turns. Hippus horsies are WAY too fast!

Turn 6 (206)

Raze another barb city. I really should stop, I'm just making Hyborem more powerful.

(IT)

Fishing -> Divination

Turn 7 (207)

Hyborem has Rosier out.

Turn 10 (210)

Copper connected. Everyone gets shiny weapons.

Our victory condition will have to be Domination or Conquest. Tower of Mastery would have been much easier had I not been bored and killed Arturus, as we would have wanted to vassalise him and demand his palace mana.

I like Conquest better myself with a super army of fast horses.

There really was no point but killing Arturus didn't really do all that much harm.
 

Attachments

Nice work Quotey. Looks fantastic, although I only had a few moments to peek at the save.
Really no qualms about forcing us into dom/conquest.. that's pretty much what we had in mind anyway.
Now we need to get courage on our horses, and also try to head to warhorses for Magnadine. Sucks that Rosier is in the mix too though...

EDIT:
Reminder on the roster:
Schwartz
Krick19
Quotey -> Just played
Groogaroo -> Up now
PaulusIII -> On deck
Cheshiremythos
 
After a more in depth look at the save, I noticed a couple things that will maybe help us out.
1) Revolting to Fend for Themselves will save 9 GPT and only Conrond Mor is at healthy cap so essentially, no food loss.
2) Consider rushing the Brewery at Vallus for 230~ gold. We have 1110~ in the treasury.
3) Just keep note that Rosier is poking around in the NW in case Hyborem declares at any time.
4) I wouldn't complain if I saw a few more workers getting built. We could use them.
5) A couple of possible tech targets after we get the spirit mana hooked up would be Code of Laws (cheap and helps with maintenance), Hunting -> Archery -> Stirrups (misread the tech tree earlier and thought I saw arrows pointing from honor/deception to stirrups :blush:) -> warhorses.

That's all that comes to mind at the moment.
 
Ack after being lazy for about a week, I'm loading the save with patch g. Hope it works. Also, if we take on Hyborem, it has to be now. Otherwise, we'll just make him stronger.
 
1- Is a turn of anarchy worth 9GPT? I think not, but if he have another swap to do FFT would be fine.

2- Does Vallus really need the brewery? I'm all for rushing where we need things. But otherwise the cash should be used to get us to our needed techs (Astro/Stirrups/Divination)

4- Yeah. V. few projects completed during my set, so I only got 2 workers built.

5- CoL... I suppose, but I'm not sure we have time for Courthouses.

Hyborem- Since all the units that will die have died, we won't really be making him stronger other than giving him time to produce units.

Also, Krick, I suggest you go through the cities and optimize for Production.
3-
 
Not saying that everything I said was a great idea, really just meant to toss some things around.
I don't really think FFT by itself would be worth it, but like you said if we make another swap with it, maybe..
Vallus is angry right now and a brewery is +2 :) so it might be a decent idea.
Agreed though, we don't have time to make courthouses.
 
Lulz, not to be a smart ass, but I believe we still have almost 500 turns. XD Just saying.
 
We don't have the mana in our area to make the tower of mastery work properly. We need the 3-4 mana of each tech to produce that tower then the tower of mastery. So without the Celestial Compass and then Rites of Ohgma it will be rather hard. The Compass gives +50% production to rituals, such as Rites of Ohgma.

Hunting > Archery > Stirrups > Warhorses looks like a good line. Something to think about though with CoL is that it allows us to build a winter palace as well which could be rather useful.

I looked at FFT earlier, so apparently the cost of basic care or whatever has gone up because it was 6 before.

Also when KOTE comes online build a mages' guild ASAP and an adept so we can get spirit. Is there another way to get rid of the diseased trait without a religious unit?
 
Ending a turn on the pool of tears heals a diseased unit but we don't know where that is.
Mage guilds are coming on line all over, so spirit mana should be hooked up soonish.
 
Decius
Tebryn Arbandi
Arturus Thorne
Hyborem
Cassiel
Alexis/Flauros

:p

Another interesting possibility with Divination is to get the three enabled mana types (Spirit, Law, Mind - we already have Sun courtesy of the Mirror of Heaven) for the Tower of Divination, which works similar to the Oracle. Which can be used on... say, Warhorses. We have one mana node at AtM, one east of Nininsnal and one other reasonably accessible one, the one in the second ring of city C. We'll need to settle that city for this.

This would speed up Magnadine and Hyborem's demise, plus we get War Chariots as well. Then tech optics while destroying Hyborem with Magnadine and some war chariots (upgrade our best horsemen including OK to a WC) and when Hyborem's gone we have Optics and the means to get to the Grigori and the Calabim.
 
So ummm... whose actually up now? Is Krick taking his set now? :confused:

I can't believe Quotey got bored so he conquered a civ in his set :crazyeye: just doesn't sound like it should be possible! Nicely done. Commando/Horselord units are just a tad overpowered!

So Hyborem next yeah?
 
BTW, when we assault Hyborem we should think of Razing Dis since it takes years to get out of revolt. Then we resettle in a better spot to get the Nightmares which make good mounted units. We might not even get to that stage but do it anyway. Oh, and i dunno if casting Sanctify makes them into horses, but don't risk it.
 
So ummm... whose actually up now? Is Krick taking his set now? :confused:

I can't believe Quotey got bored so he conquered a civ in his set :crazyeye: just doesn't sound like it should be possible! Nicely done. Commando/Horselord units are just a tad overpowered!

So Hyborem next yeah?

Nah, it's your turn.

I just was checking out the save.
 
Nah, it's your turn.

Gee thanks ;) Got it!

Okay lots of ideas being thrown around but I think the next 10 turns should be fairly straight forward, just installing patch 'g' so I can have a look at the save.

Will probably play tonight/tommorrow morning.
 
Managed to have a quick peek at the save, Just a quick question...

Okay, so we have mageguilds bieng built for training adepts, right? so do we want adepts built straight away once the guilds are in?

Other than that,

Can't see much in the way of options for civic changes, so I'll leave them as they are for now.

Techwise I'll head down the hunting > Archery line towards stirups after divination is in.
 
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